//Radar: Terminated Signal //Mission by Seelpit //Relays: spawnbot_carrier_left, spawnbot_carrier_right, spawnbot_carrier_any, //spawnbot_carrier_bombside (at the bomb route's side), spawnbot_carrier_altside (opposite the bomb route) //spawnbot_forward_warehouse, spawnbot_forward_cliffside, spawnbot_forward_any //spawnbot_forward_bombside, spawnbot_forward_altside //Robots MUST HAVE Attributes Parachute for these: //spawnbot_air_left, spawnbot_air_right, spawnbot_air_middle, spawnbot_air_middle_dead //spawnbot_air_cliffside, spawnbot_air_platform, spawnbot_air_giant //For tanks: tank_bombside, tank_altside, tank_force_left, tank_force_right //tank_forward_bombside, tank_forward_altside, tank_force_cliffside, tank_force_warehouse //!!WAVES MUST HAVE THESE TO FUNCTION!! //===================================== //Put these inside InitWaveOutput: //wavesetting_bxx, wavesetting_bbx, wavesetting_bbb //wavesetting_ixx, wavesetting_iix, wavesetting_iii //wavesetting_exx, wavesetting_eex, wavesetting_eee //wavesetting_bxx_airbomb //wavesetting_bxx_lne, wavesetting_bxx_lfe, wavesetting_bxx_lnh, wavesetting_bxx_lfh //wavesetting_bxx_rne, wavesetting_bxx_rfe, wavesetting_bxx_rnh, wavesetting_bxx_rfh //Additional stuff //upgradestation_forward_40 - Opens upgrade station for 40 secs //finale_exp_carrier - Kills active tanks //siren_r_tutor - Messages players from incoming parachute robots + siren //siren_r_highbomb - Messages players from incoming parachute bomb + siren //siren_r - Plays siren. //Nav tags //giant - GIANTS MUST HAVE THIS! //flank_main - Follows opposite bomb path //Entities //intel1, intel2, intel3 - Untimed bomb names //intel1_40, intel2_40, intel3_40 - Ironman bomb names //intel1_70, intel2_70, intel3_70 - Endurance bomb names //===============================================================================// //===============================================================================// //Wave payouts - Start Wave|From wave excl bonus|After Wave //Wave 1: 350 | 600 | 1050 //Wave 2: 1050 | 600 | 1750 //Wave 3: 1750 | 500 | 2350 //Wave 4: 2350 | 1200 | 3650 //Wave 5: 3650 | 900 | 4650 //Wave 6: 4650 | 850 | 5600 #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 350 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no Templates { ///////////////////////////////////////////////////////////////// //Normal Bots /// ///////////////////////////////////////////////////////////////// //Killer Bee Scouts! They inflict bleed on hit and are faster, //but they don't spam that much. T_TFBot_Scout_KillerBee { Name "Killer Bee Scout" Class Scout Skill Hard ClassIcon scout_killerbee_nys Item "warbird_scattergun_killerbee" Item "The Flight of the Monarch" ItemAttributes { ItemName "warbird_scattergun_killerbee" "fire rate bonus" 1.2 "damage bonus" 2 //Normal damage "dmg penalty vs players" 0.5 //2 dmg/tick bleed "bleeding duration" 1 //4 bleed damage "dmg penalty vs buildings" 0.5 "bullets per shot bonus" 0.8 "faster reload rate" 0.001 "move speed bonus" 1.125 //450 HU/s } } //Basher Bee Scouts! Mid-sizeds with heavy damage, powerful, short bleed, //but a slow fire rate. T_TFBot_Scout_KillerBee_Stinger { Class Scout Name "Lethal Stinger Bee Scout" Scale 1.25 Health 350 Skill Expert ClassIcon scout_killerbee_nys WeaponRestrictions MeleeOnly Item "The Boston Basher" Item "The Flight of the Monarch" Item "The Hanger-on Hood" ItemAttributes { ItemName "The Boston Basher" "damage bonus" 0.568 //Technically 1.42; 50 swing dmg "dmg penalty vs players" 2.5 //10 dmg/tick bleed "bleeding duration" 3 //60 bleed dmg "fire rate penalty" 1.5 "hit self on miss" 0 "move speed bonus" 0.8 } } //A precise, Tomislav-wielding Heavy. Identical to Swordstone's Gear Gunner. T_TFBot_Heavyweapons_Accurate { Name "Tomislav Heavy" Item "Tomislav" Class Heavyweapons Skill Normal ClassIcon heavy_accurate MaxVisionRange 1200 ItemAttributes { ItemName "Tomislav" "fire rate penalty" 1.5 "weapon spread bonus" 0.5 "minigun spinup time decreased" 0.5 } } //A mid-sized Super Scout! T_TFBot_Scout_Fast { Class Scout Name "Speedy Scout" ClassIcon scout_giant_fast Scale 1.2 Health 350 Skill Hard WeaponRestrictions MeleeOnly Item "Bonk Boy" Item "The Holy Mackerel" CharacterAttributes { "move speed bonus" 1.3 } } //A burst fire soldier. Simple as that. T_TFBot_Soldier_Burst { Name "Burst Fire Soldier" Class Soldier Attributes HoldFireUntilFullReload Skill Normal Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ClassIcon soldier_burstfire ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "Projectile spread angle penalty" 2 "faster reload rate" 1.75 //3 second reload, more or less "clip size upgrade atomic" -2 } } //An Air Strike Burst Soldier. When compared to the previous one: //Fires slower, spreads less, reloads faster, comes from the air. T_TFBot_Soldier_Burst_Airstrike { Name "Burst Fire Soldier" Class Soldier Attributes HoldFireUntilFullReload Skill Normal Item "The Air Strike" Item "The B.A.S.E. Jumper" Attributes Parachute ClassIcon soldier_burst_parafix ItemAttributes { ItemName "The Air Strike" "fire rate bonus" 0.35 "projectile spread angle penalty" 1 "faster reload rate" 1.5 "clip size upgrade atomic" -1 "clipsize increase on kill" 0 } } //A pyro that heals 25 health per hit. T_TFBot_Pyro_Heal { Name "Heal-on-hit Pyro" Class Pyro ClassIcon pyro_heal Item "pyroland_flamethrower_rainbow" Attributes AlwaysFireWeapon ItemAttributes { ItemName "pyroland_flamethrower_rainbow" "heal on hit for rapidfire" 25 } } //Just a Kritzkrieg Medic. Pretty standard. T_TFBot_Medic_Krit { Class Medic Name "Kritz Medic" ClassIcon medic_kritz Skill Expert Attributes SpawnWithFullCharge Item "The Kritzkrieg" ItemAttributes { ItemName "The Kritzkrieg" "bot medic uber health threshold" 153 "uber duration bonus" -9 "ubercharge rate bonus" 80 } } //A 90% bullet-resistant Vaxx Medic! T_TFBot_Medic_Vacc_Bullet { Class Medic Name "Bullet Vaccinator Medic" ClassIcon medic_bullet Attributes SpawnWithFullCharge Item "gentlemanne_medigun_coffinnail" Item "Commando Elite" ItemAttributes { ItemName "gentlemanne_medigun_coffinnail" "medigun charge is resists" 3 "medigun bullet resist passive" .9 "medigun bullet resist deployed" .9 "ubercharge rate bonus" 160 "heal rate bonus" 5 "bot medic uber health threshold" 45000 } } //A mid-sized, rapid-firin' demoman! T_TFBot_Demoman_Spammer { Class Demoman Name "Rapid Fire Demoman" Scale 1.25 Health 350 ClassIcon demo_spammer Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -1 "blast radius increased" 0.8 } } ///////////////////////////////////////////////////////////////// //Giant Bots /// ///////////////////////////////////////////////////////////////// //A big, bad, 90% Vaxx Blast Medic. T_TFBot_Giant_Medic_Vacc_Blast { Class Medic Name "Giant Blast Vaccinator Medic" ClassIcon medic_blast Health 4500 Attributes MiniBoss Attributes SpawnWithFullCharge Attributes VaccinatorBlast Skill Expert Item "harvest_medigun_wildwood" Item "Scotch Bonnet" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } ItemAttributes { ItemName "harvest_medigun_wildwood" "medigun charge is resists" 4 "medigun blast resist passive" .9 "medigun blast resist deployed" .9 "ubercharge rate bonus" 160 "heal rate bonus" 200 "bot medic uber health threshold" 45000 } } //A big, bad, 90% Vaxx Bullet Medic. //Pretty identical, right? T_TFBot_Giant_Medic_Vacc_Bullet { Class Medic Name "Giant Bullet Vaccinator Medic" ClassIcon medic_bullet_giant Health 4500 Attributes MiniBoss Attributes SpawnWithFullCharge Item "gentlemanne_medigun_coffinnail" Item "Commando Elite" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } ItemAttributes { ItemName "gentlemanne_medigun_coffinnail" "medigun charge is resists" 3 "medigun bullet resist passive" .9 "medigun bullet resist deployed" .9 "ubercharge rate bonus" 160 "heal rate bonus" 200 "bot medic uber health threshold" 45000 } } //Banners can't be used without a Shield. //But that'd be too powerful, so I kept it at this. T_TFBot_Giant_Medic_Shield { Class Medic Name "Giant Shield Medic" Skill Expert Health 4500 ClassIcon medic_shield_qf Item "powerhouse_medigun_sparkoflife" Item "The Surgeon's Stahlhelm" Attributes MiniBoss Attributes SpawnWithFullCharge Attributes ProjectileShield Attributes IgnoreEnemies Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.15 "increase buff duration" 5 } ItemAttributes { ItemName "powerhouse_medigun_sparkoflife" "ubercharge rate bonus" -1 //No uber "heal rate bonus" 200 "generate rage on heal" 1 "bot medic uber health threshold" 4490 } } //An infinite burst demo! However, unlike Mineral Masher's, //it just rapidly fires bursts of 3 grenades. T_TFBot_Giant_Demo_Burst_Infinite { Class Demoman Name "Giant Infinite Burst Demo" ClassIcon demo_burst_infinite Skill Expert Health 3300 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Attributes MiniBoss Attributes HoldFireUntilFullReload Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 4 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.1 "clip size penalty" 0.75 "projectile spread angle penalty" 3 "projectile speed increased" 1.1 } } //An infinite Burst Fire Soldier. Yes, I am that crazy. T_TFBot_Giant_Soldier_Burst_Infinite { Class Soldier Name "Giant Infinite Burst Soldier" ClassIcon soldier_burstfire_spammer Skill Expert Health 4000 Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes MiniBoss Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.15 //Slightly lower cause obvious reasons "faster reload rate" -0.8 "projectile speed increased" 0.4 "blast radius decreased" 0.8 } } //A giant Air Strike soldier. The base Radar.pop file didn't have one. T_TFBot_Giant_Soldier_AirStriker { Class Soldier Name "Giant Air-Striker Soldier" ClassIcon soldier_airstrike_para_g Skill Expert Health 3800 Item "The Air Strike" Item "The B.a.s.e. Jumper" Item "The Whirly Warrior" Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes Parachute Attributes DisableDodge Attributes AutoJump AutoJumpMin 12 AutoJumpMax 12 Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 3 "cancel falling damage" 1 "increased jump height" 5 "increased air control" 0 } ItemAttributes { ItemName "The Air Strike" "fire rate bonus" 0.15 "clip size upgrade atomic" 4 "clipsize increase on kill" 0 "damage penalty" 1 "blast radius decreased" 1 "faster reload rate" 0.6 } } //A Barrage variant of the Charged Soldier! T_TFBot_Giant_Soldier_Crit_Barrage { Name "Giant Charged Barrage Soldier" Class Soldier Health 4000 Attributes MiniBoss Attributes AlwaysCrit Attributes HoldFireUntilFullReload Skill Expert ClassIcon soldier_barrage_charged Item "The Original" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } ItemAttributes { ItemName "The Original" "fire rate bonus" 0.2 "projectile speed decreased" 0.25 "faster reload rate" 0.4 "clip size upgrade atomic" 21 "projectile spread angle penalty" 5 } } } //Sentry Busters wave 1-3 Mission { Objective DestroySentries Where spawnbot_forward_any DesiredCount 1 InitialCooldown 30 CooldownTime 45 BeginAtWave 1 RunForThisManyWaves 3 TFBot { Template T_TFBot_SentryBuster } } //Sentry Busters wave 4-6 Mission { Objective DestroySentries Where spawnbot_forward_any DesiredCount 1 InitialCooldown 25 CooldownTime 35 BeginAtWave 4 RunForThisManyWaves 3 TFBot { Template T_TFBot_SentryBuster } } //Engies wave 4 Mission { Objective Engineer Where spawnbot_carrier_any DesiredCount 1 InitialCooldown 60 CooldownTime 90 BeginAtWave 4 RunForThisManyWaves 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Wave //Wave 1 - Payout: $600 + $100 bonus { InitWaveOutput { Target wavesetting_bxx_lnh Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave1a" Where spawnbot_forward_warehouse WaitBeforeStarting 6 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 6 TotalCurrency 60 TFBot { Template T_TFBot_Soldier_Burst } } WaveSpawn { Name "wave1a" Where spawnbot_carrier_bombside WaitBeforeStarting 1 TotalCount 24 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 4 TotalCurrency 60 TFBot { Template T_TFBot_Pyro Skill Hard } } WaveSpawn { Name "wave1a" Where spawnbot_carrier_bombside TotalCount 8 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 7 TotalCurrency 40 TFBot { Template T_TFBot_Scout_Fast } } WaveSpawn { Name "wave1a" WaitBeforeStarting 12 WaitBetweenSpawns 24 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 50 FirstSpawnOutput { Target siren_r_tutor Action Trigger } LastSpawnOutput { Target siren_r Action Trigger } Where spawnbot_air_giant TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Tag giant ClassIcon soldier_burst_parafix_giant Item "The B.A.S.E. Jumper" Attributes Parachute } } WaveSpawn { Name "wave1b" WaitForAllDead "wave1a" WaitBetweenSpawns 4 Where spawnbot_carrier_bombside TotalCount 12 MaxActive 6 SpawnCount 1 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Soldier_Burst } TFBot { Template T_TFBot_Medic_QuickFix } } } WaveSpawn { Name "wave1b" WaitForAllDead "wave1a" Where spawnbot_carrier_altside WaitBetweenSpawns 6 TotalCount 4 MaxActive 2 SpawnCount 1 TotalCurrency 20 TFBot { Template T_TFBot_Scout_Fast } } WaveSpawn { Name "wave1b" WaitForAllDead "wave1a" Where spawnbot_air_cliffside WaitBeforeStarting 8 WaitBetweenSpawns 15 TotalCount 5 MaxActive 3 SpawnCount 3 TotalCurrency 50 Support 1 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Pyro Item "The Backburner" Item "The B.A.S.E. Jumper" Attributes AlwaysFireWeapon Attributes Parachute ClassIcon pyro_para } } WaveSpawn { Name "wave1b" WaitForAllDead "wave1a" WaitBeforeStarting 4 WaitBetweenSpawns 18 Where spawnbot_forward_warehouse TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_FaN Tag giant } } } /////////////////////////////////////////////////////////////////////////// Wave //Wave 2 - Payout: $600 + $100 bonus { InitWaveOutput { Target wavesetting_bxx_lfh Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //Boss: Charged Barrage Soldier! 12k health //Medics removed for balance reasons. WaveSpawn { Name "wave2a" Where spawnbot_carrier_bombside TotalCount 1 //3 MaxActive 1 //3 SpawnCount 1 TotalCurrency 60 //Squad //{ TFBot { Template T_TFBot_Giant_Soldier_Crit_Barrage Health 12000 Attributes UseBossHealthBar Scale 1.9 } //TFBot //{ //Template T_TFBot_Medic_QuickUber //} //TFBot //{ //Template T_TFBot_Medic_QuickUber //} //} } WaveSpawn { Name "wave2a" Where spawnbot_carrier_altside //altside once fixed WaitBeforeStarting 4 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 10 TotalCurrency 80 TFBot { Template T_TFBot_Scout_Fast Attributes AlwaysCrit } } WaveSpawn { Name "wave2a" Where spawnbot_forward_cliffside WaitBeforeStarting 10 TotalCount 16 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 4 TotalCurrency 80 Squad { TFBot { Template T_TFBot_Heavyweapons_Accurate } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave2b" Where spawnbot_carrier_bombside WaitForAllDead "wave2a" WaitBeforeStarting 2 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun Tag giant } } WaveSpawn { Name "wave2b" Where spawnbot_air_giant WaitForAllDead "wave2a" WaitBeforeStarting 12 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun Tag giant Item "The B.A.S.E. Jumper" Attributes Parachute } } WaveSpawn { Name "wave2b" Where spawnbot_carrier_altside //altside once fixed WaitForAllDead "wave2a" WaitBeforeStarting 2 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 9 TotalCurrency 80 TFBot { Template T_TFBot_Scout_Fast Attributes AlwaysCrit } } WaveSpawn { Name "wave2b" Where spawnbot_carrier_bombside WaitForAllDead "wave2a" WaitBeforeStarting 1 WaitBetweenSpawns 10 TotalCount 20 MaxActive 6 SpawnCount 2 TotalCurrency 100 Support Limited Squad { TFBot { Class Heavy Skill Normal } TFBot { Template T_TFBot_Medic_QuickUber } } } } /////////////////////////////////////////////////////////////////////////// Wave //Wave 3 - Payout: $500 + $100 bonus { InitWaveOutput { Target wavesetting_bxx_7b5 Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave3a1" TotalCount 1 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 30000 Speed 70 StartingPathTrackNode "tank_force_right" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave3a2" TotalCount 1 TotalCurrency 100 WaitBeforeStarting 15 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 24000 Speed 70 StartingPathTrackNode "tank_force_warehouse" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave3a3" Where spawnbot_carrier_left TotalCount 10 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 5 TotalCurrency 100 Support 1 TFBot { Template T_TFBot_Heavyweapons_Accurate } } WaveSpawn { Name "wave3a3" Where spawnbot_air_middle WaitBeforeStarting 6 TotalCount 10 MaxActive 4 SpawnCount 4 TotalCurrency 100 WaitBetweenSpawns 8 Support 1 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Soldier_Burst_Airstrike } } WaveSpawn { Name "wave3a3" WaitForAllDead "wave3a1" //Starts when first tank is dead WaitBetweenSpawns 8 Where spawnbot_air_cliffside TotalCount 10 MaxActive 4 SpawnCount 2 Support 1 TFBot { Template T_TFBot_Soldier_Burst_Airstrike Attributes AlwaysCrit ClassIcon soldier_burst_parafix_crit //Seperate icons } } WaveSpawn { Name "wave3a3" WaitForAllDead "wave3a2" //Starts when second tank is dead WaitBetweenSpawns 8 Where spawnbot_air_cliffside TotalCount 10 MaxActive 4 SpawnCount 2 Support 1 TFBot { Template T_TFBot_Soldier_Burst_Airstrike Attributes AlwaysCrit ClassIcon soldier_burst_parafix_crit } } } /////////////////////////////////////////////////////////////////////////// Wave //Wave 4 - Payout: $1200 + $100 bonus { InitWaveOutput { Target wavesetting_bxx_rfh //Change to rfh Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave4a" Where spawnbot_carrier_bombside TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst_Infinite Attributes UseBossHealthBar Health 18000 CharacterAttributes { "move speed bonus" 0.4 } } TFBot { Template T_TFBot_Giant_Medic_Shield Attributes UseBossHealthBar Health 10000 } } } WaveSpawn { Name "wave4a2" Where spawnbot_air_right WaitBeforeStarting 3 TotalCount 15 MaxActive 9 SpawnCount 3 WaitBetweenSpawns 6 TotalCurrency 150 FirstSpawnOutput { Target siren_r_tutor Action Trigger } TFBot { Class Pyro Item "The Backburner" Item "The B.A.S.E. Jumper" Attributes Parachute ClassIcon pyro_para } } WaveSpawn { Name "wave4b" Where spawnbot_carrier_bombside WaitForAllDead "wave4a" TotalCount 24 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 6 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Soldier_Burst } TFBot { Template T_TFBot_Medic_Krit } } } WaveSpawn { Name "wave4b" Where spawnbot_carrier_bombside WaitForAllDead "wave4a" WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCount 4 MaxActive 2 SpawnCount 1 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Scout Tag giant ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "faster reload rate" -1 } } } WaveSpawn { Name "wave4b" Where spawnbot_air_cliffside WaitForAllDead "wave4a" WaitBeforeStarting 2 TotalCount 15 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 5 TotalCurrency 180 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Class Pyro ClassIcon pyro_para Item "The B.A.S.E. Jumper" Attributes Parachute } } WaveSpawn { Name "wave4c" TotalCount 1 TotalCurrency 200 WaitForAllDead "wave4b" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 25000 Speed 70 StartingPathTrackNode tank_force_cliffside OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave4c" WaitForAllDead "wave4b" Where spawnbot_carrier_bombside WaitBeforeStarting 4 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Giant_Medic_Shield } } } WaveSpawn { Name "wave4c" WaitForAllDead "wave4b" Where spawnbot_carrier_altside WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCount 10 MaxActive 8 SpawnCount 4 TotalCurrency 50 Support 1 TFBot { Class Heavyweapons Skill Normal } } } /////////////////////////////////////////////////////////////////////////// Wave //Wave 5 - Payout: $900 + $100 bonus { InitWaveOutput { Target wavesetting_bbx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave5a" Where spawnbot_carrier_left TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Soldier_Burst_Infinite } TFBot { Template T_TFBot_Giant_Medic_Vacc_Bullet } TFBot { Template T_TFBot_Giant_Medic_Vacc_Blast } } } WaveSpawn { Name "wave5a2" Where spawnbot_carrier_right WaitBetweenSpawns 4 WaitBeforeStarting 2 TotalCount 20 MaxActive 6 SpawnCount 2 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { Name "wave5a2" Where spawnbot_forward_warehouse WaitBeforeStarting 4 WaitBetweenSpawns 6 TotalCount 24 MaxActive 8 SpawnCount 4 TotalCurrency 120 TFBot { Template T_TFBot_Pyro_Heal } } WaveSpawn { Name "wave5b" WaitForAllDead "wave5a" Where spawnbot_carrier_any WaitBetweenSpawns 10 TotalCount 6 MaxActive 6 SpawnCount 1 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Tag giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave5b2" WaitForAllDead "wave5a2" Where spawnbot_air_right TotalCount 20 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 8 TotalCurrency 160 TFBot { Template T_TFBot_Soldier_Burst_Airstrike Attributes AlwaysCrit } } WaveSpawn { Name "wave5b2" WaitForAllDead "wave5a2" Where spawnbot_forward_any TotalCount 20 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Spammer } } WaveSpawn { Name "Wait_Wave5a" WaitForAllDead "wave5a" } WaveSpawn { Name "Wait_Wave5a" WaitForAllDead "wave5a2" } WaveSpawn { Where spawnbot_carrier_any WaitForAllDead "Wait_Wave5a" WaitBeforeStarting 10 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawnsAfterDeath 60 Support 1 Squad { TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } TFBot { Template T_TFBot_Medic_Vacc_Bullet } } } WaveSpawn { Name "wave5c" WaitForAllDead "wave5b2" WaitBeforeStarting 2 Where spawnbot_carrier_left TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit_Barrage Name "Giant Infinite Barrage Soldier" ItemAttributes { ItemName "The Original" "faster reload rate" 0.001 //Actual reload animation } } TFBot { Template T_TFBot_Giant_Medic_Vacc_Blast } } } WaveSpawn { Name "wave5c" WaitForAllDead "wave5b2" WaitBeforeStarting 2 Where spawnbot_carrier_right TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit_Barrage Name "Giant Infinite Barrage Soldier" ItemAttributes { ItemName "The Original" "faster reload rate" 0.001 //Actual reload animation } } TFBot { Template T_TFBot_Giant_Medic_Vacc_Bullet } } } WaveSpawn { Name "wave5c2" WaitForAllDead "wave5b2" Where spawnbot_air_cliffside TotalCount 5 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitBetweenSpawns 6 Support 1 TFBot { Template T_TFBot_Pyro_Heal ClassIcon pyro_para Item "The B.A.S.E. Jumper" Attributes Parachute } } } /////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wavesetting_bxx_7b112 Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "scoutingbee" Where spawnbot_carrier_left TotalCount 1 MaxActive 1 SpawnCount 1 TFBot { Template T_TFBot_Scout_KillerBee Attributes IgnoreFlag Attributes SuppressFire BehaviorModifiers Push Name "Scouting Bee" } } WaveSpawn //Carrier spawn: 25 small bees { Name "bees" WaitForAllDead "scoutingbee" Where spawnbot_carrier_bombside WaitBeforeStarting 3 TotalCount 25 MaxActive 5 SpawnCount 1 WaitBetweenSpawns 3 TotalCurrency 200 TFBot { Template T_TFBot_Scout_KillerBee } } WaveSpawn //Forward spawn: 25 small bees { Name "bees" WaitForAllDead "scoutingbee" Where spawnbot_forward_any WaitBeforeStarting 5 TotalCount 25 MaxActive 5 SpawnCount 1 WaitBetweenSpawns 3 TotalCurrency 200 TFBot { Template T_TFBot_Scout_KillerBee } } WaveSpawn //Air spawn: 20 small bees { Name "bees" WaitForAllDead "scoutingbee" Where spawnbot_air_middle WaitBeforeStarting 6 TotalCount 20 MaxActive 5 SpawnCount 5 WaitBetweenSpawns 10 TotalCurrency 200 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Scout_KillerBee Attributes Parachute Item "The B.A.S.E. Jumper" } } WaveSpawn //Carrier spawn: 30 biggie bees { Name "bees" WaitForAllDead "scoutingbee" Where spawnbot_carrier_any WaitBeforeStarting 5 TotalCount 30 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 3 TotalCurrency 200 TFBot { Template T_TFBot_Scout_KillerBee_Stinger } } WaveSpawn { Name "KING BEE" WaitForAllSpawned "bees" Where spawnbot_carrier_any FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_meleedare03.mp3" DoneWarningSound "vo\mvm\mght\scout_mvm_m_beingshotinvincible24.mp3" TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 TFBot { Class Scout Name "King Bee" Health 30000 Scale 1.8 Skill Expert ClassIcon scout_kingbee_nys Attributes MiniBoss Attributes UseBossHealthBar Item "The Flight of the Monarch" Item "Class Crown" Item "warbird_scattergun_killerbee" Item "The Boston Basher" Tag giant CharacterAttributes { "move speed bonus" 0.25 "damage force reduction" 0.05 "airblast vulnerability multiplier" 0.05 "override footstep sound set" 6 "rage giving scale" 0.2 "health regen" 100 } ItemAttributes { ItemName "The Boston Basher" "fire rate penalty" 1.5 "hit self on miss" 0 "damage bonus" 0.86 //1.72 actual bonus; 60 damage "dmg bonus vs buildings" 3 "dmg penalty vs players" 2 //8 dmg/tick bleed "bleeding duration" 5 //80 dmg bleed "is_passive_weapon" 1 } ItemAttributes { ItemName "warbird_scattergun_killerbee" "auto fires full clip" 1 "auto fires when full" 1 "fire rate penalty" 0.1 "bullets per shot bonus" 1.5 "faster reload rate" 0.5 "damage bonus" 0.625 //1.25 actual bonus "dmg penalty vs players" 2 //8 dmg/tick bleed "clip size bonus" 2 "bleeding duration" 2 //32 dmg } } } WaveSpawn { Name "KING BEE 2" WaitForAllDead "KING BEE" WaitBeforeStarting 4 Where spawnbot_carrier_any FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_revenge04.mp3" TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited Mob { Count 1 TFBot { Class Scout Name "Nightmare Bee" Health 40000 Scale 1.9 Skill Expert ClassIcon scout_nightmarebee_nys Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Flight of the Monarch" Item "Spine-Chilling Skull 2011" Item "warbird_scattergun_killerbee" Item "The Boston Basher" Tag giant CharacterAttributes { "move speed bonus" 0.25 "damage force reduction" 0.02 "airblast vulnerability multiplier" 0.02 "override footstep sound set" 6 "rage giving scale" 0.1 "health regen" 150 } ItemAttributes { ItemName "Spine-Chilling Skull 2011" "item style override" 2 } ItemAttributes { ItemName "The Boston Basher" "fire rate penalty" 2 "hit self on miss" 0 "damage bonus" 0.344 //Actually 1.72; 60 base damage "dmg bonus vs buildings" 9 "dmg penalty vs players" 5 //20 dmg/tick bleed "bleeding duration" 1 //40 dmg; 112 dmg w max crit res "is_passive_weapon" 1 } ItemAttributes { ItemName "warbird_scattergun_killerbee" "fire rate penalty" 1.5 "damage bonus" 0.1 //Half damage "bullets per shot bonus" 1.2 "faster reload rate" 0.001 "dmg penalty vs players" 5 //20 dmg/tick bleed "bleeding duration" 3 //120 dmg } } } } WaveSpawn { WaitForAllDead "KING BEE 2" FirstSpawnOutput { Target wave_finished_relay Action Trigger } } WaveSpawn { Name "Royal Support" WaitForAllSpawned "KING BEE 2" WaitBeforeStarting 10 WaitBetweenSpawns 12 Where spawnbot_forward_cliffside TotalCount 500 MaxActive 10 SpawnCount 5 Support 1 TFBot { Template T_TFBot_Pyro_Heal Attributes AlwaysCrit } } } }